Beispiel #1
0
func (g *Game) RenderLocalEditor(region g2.Region) {
	g.editor.Lock()
	defer g.editor.Unlock()
	g.editor.region = region
	g.editor.camera.regionDims = linear.Vec2{float64(region.Dims.Dx), float64(region.Dims.Dy)}
	levelDims := linear.Vec2{float64(g.Level.Room.Dx), float64(g.Level.Room.Dy)}
	g.editor.camera.StandardRegion(levelDims.Scale(0.5), levelDims)
	g.editor.camera.approachTarget()

	gl.MatrixMode(gl.PROJECTION)
	gl.PushMatrix()
	gl.LoadIdentity()
	defer gl.PopMatrix()

	gl.PushAttrib(gl.VIEWPORT_BIT)
	gl.Viewport(gl.Int(region.X), gl.Int(region.Y), gl.Sizei(region.Dx), gl.Sizei(region.Dy))
	defer gl.PopAttrib()

	current := &g.editor.camera.current
	gl.Ortho(
		gl.Double(current.mid.X-current.dims.X/2),
		gl.Double(current.mid.X+current.dims.X/2),
		gl.Double(current.mid.Y+current.dims.Y/2),
		gl.Double(current.mid.Y-current.dims.Y/2),
		gl.Double(1000),
		gl.Double(-1000),
	)
	defer func() {
		gl.MatrixMode(gl.PROJECTION)
		gl.PopMatrix()
		gl.MatrixMode(gl.MODELVIEW)
	}()
	gl.MatrixMode(gl.MODELVIEW)

	gl.Enable(gl.BLEND)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)

	g.renderWalls()
	g.renderEdges()
	g.renderBases()
	g.renderEntsAndAbilities()
	g.renderProcesses()

	g.editor.renderPathing(&g.Level.Room, g.local.pathingData)

	switch g.editor.action {
	case editorActionNone:
	case editorActionPlaceBlock:
		g.editor.renderPlaceBlock(g)
	default:
		base.Error().Printf("Unexpected editorAction: %v", g.editor.action)
	}
}
Beispiel #2
0
func RenderAdvanced(x, y, dx, dy, rot float64, flip bool) {
	setupTextureList()
	if textureList == 0 {
		return
	}
	var run, op mathgl.Mat4
	run.Identity()
	op.Translation(float32(x), float32(y), 0)
	run.Multiply(&op)
	op.Translation(float32(dx/2), float32(dy/2), 0)
	run.Multiply(&op)
	op.RotationZ(float32(rot))
	run.Multiply(&op)
	if flip {
		op.Translation(float32(-dx/2), float32(-dy/2), 0)
		run.Multiply(&op)
		op.Scaling(float32(dx), float32(dy), 1)
		run.Multiply(&op)
	} else {
		op.Translation(float32(dx/2), float32(-dy/2), 0)
		run.Multiply(&op)
		op.Scaling(float32(-dx), float32(dy), 1)
		run.Multiply(&op)
	}
	gl.PushMatrix()
	gl.MultMatrixf((*gl.Float)(&run[0]))
	gl.Enable(gl.TEXTURE_2D)
	gl.CallList(textureList)
	gl.PopMatrix()
}
Beispiel #3
0
func (vb *VertexBuffer) Render(position Point3) {
	gl.PushMatrix()
	gl.Translated(
		gl.Double(position.X),
		gl.Double(position.Y),
		gl.Double(position.Z))

	gl.VertexPointer(
		gl.Int(3),
		gl.DOUBLE,
		0,
		gl.Pointer(&vb.VertexData[0]))
	gl.ColorPointer(
		gl.Int(4),
		gl.DOUBLE,
		0,
		gl.Pointer(&vb.ColorData[0]))
	gl.TexCoordPointer(
		gl.Int(2),
		gl.DOUBLE,
		0,
		gl.Pointer(&vb.TexCoordData[0]))

	for i := range vb.RenderSteps {
		rs := &vb.RenderSteps[i]
		gl.DrawElements(
			rs.Mode,
			gl.Sizei(len(rs.Indices)),
			gl.UNSIGNED_INT,
			gl.Pointer(&rs.Indices[0]))
	}
	gl.PopMatrix()
}
Beispiel #4
0
func (v *ViewBase) paint() {
	if v.hidden {
		return
	}
	gl.PushMatrix()
	defer gl.PopMatrix()
	d := MapToParent(ZP, v)
	gl.Translated(gl.Double(d.X), gl.Double(d.Y), 0)
	v.Self.Paint()
	for _, child := range v.children {
		child.base().paint()
	}
}
Beispiel #5
0
func renderPts() {
	gl.MatrixMode(gl.MODELVIEW)
	for i := minPt; i <= maxPt; i++ {
		if Pts[i].is == false {
			continue
		}
		pt := &Pts[i]
		gl.PopMatrix()
		gl.PushMatrix()
		gl.Translatef(gl.Float(pt.X), gl.Float(pt.Y), -gl.Float(pt.Z))
		gl.Scalef(gl.Float(pt.R*2), gl.Float(pt.R*2), gl.Float(pt.R*2))
		gl.DrawArrays(gl.QUADS, 0, 24)
	}
}
Beispiel #6
0
func Render(x, y, dx, dy float64) {
	var run, op mathgl.Mat4
	run.Identity()
	op.Translation(float32(x), float32(y), 0)
	run.Multiply(&op)
	op.Scaling(float32(dx), float32(dy), 1)
	run.Multiply(&op)

	gl.PushMatrix()
	gl.Enable(gl.TEXTURE_2D)
	gl.MultMatrixf((*gl.Float)(&run[0]))
	gl.CallList(textureList)
	gl.PopMatrix()
}
Beispiel #7
0
func (g *Game) RenderLocalGame(region g2.Region) {
	g.local.Camera.regionDims = linear.Vec2{float64(region.Dims.Dx), float64(region.Dims.Dy)}
	// func (g *Game) renderLocalHelper(region g2.Region, local *LocalData, camera *cameraInfo, side int) {
	g.local.Camera.FocusRegion(g, 0)
	gl.MatrixMode(gl.PROJECTION)
	gl.PushMatrix()
	gl.LoadIdentity()
	// Set the viewport so that we only render into the region that we're supposed
	// to render to.
	// TODO: Check if this works on all graphics cards - I've heard that the opengl
	// spec doesn't actually require that viewport does any clipping.
	gl.PushAttrib(gl.VIEWPORT_BIT)
	gl.Viewport(gl.Int(region.X), gl.Int(region.Y), gl.Sizei(region.Dx), gl.Sizei(region.Dy))
	defer gl.PopAttrib()

	current := &g.local.Camera.current
	gl.Ortho(
		gl.Double(current.mid.X-current.dims.X/2),
		gl.Double(current.mid.X+current.dims.X/2),
		gl.Double(current.mid.Y+current.dims.Y/2),
		gl.Double(current.mid.Y-current.dims.Y/2),
		gl.Double(1000),
		gl.Double(-1000),
	)
	defer func() {
		gl.MatrixMode(gl.PROJECTION)
		gl.PopMatrix()
		gl.MatrixMode(gl.MODELVIEW)
	}()
	gl.MatrixMode(gl.MODELVIEW)

	gl.Enable(gl.BLEND)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)

	level := g.Level
	zoom := current.dims.X / float64(region.Dims.Dx)
	level.ManaSource.Draw(zoom, float64(level.Room.Dx), float64(level.Room.Dy))

	g.renderWalls()
	g.renderEdges()
	g.renderBases()
	g.renderEntsAndAbilities()
	g.renderProcesses()
	g.RenderLosMask()
}
Beispiel #8
0
func (gw *GameWindow) Draw(region gui.Region) {
	gw.region = region
	latest_region = region
	gl.PushMatrix()
	defer gl.PopMatrix()
	gl.Translated(gl.Double(gw.region.X), gl.Double(gw.region.Y), 0)

	gl.Enable(gl.BLEND)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)

	gw.game.manaSource.Draw(gw, float64(gw.game.Dx), float64(gw.game.Dy))

	gl.Begin(gl.LINES)
	gl.Color4d(1, 1, 1, 1)
	for _, poly := range gw.game.Room.Walls {
		for i := range poly {
			seg := poly.Seg(i)
			gl.Vertex2d(gl.Double(seg.P.X), gl.Double(seg.P.Y))
			gl.Vertex2d(gl.Double(seg.Q.X), gl.Double(seg.Q.Y))
		}
	}
	gl.End()

	gl.Begin(gl.TRIANGLE_FAN)
	gl.Color4d(1, 0, 0, 1)
	for _, poly := range gw.game.Room.Lava {
		for _, v := range poly {
			gl.Vertex2d(gl.Double(v.X), gl.Double(v.Y))
		}
	}
	gl.End()

	gl.Color4d(1, 1, 1, 1)
	for _, ent := range gw.game.Ents {
		ent.Draw(gw.game)
	}
	gl.Disable(gl.TEXTURE_2D)

	for _, player := range local.players {
		if player.active_ability != nil {
			player.active_ability.Draw(player.id, gw.game)
		}
	}
	// base.GetDictionary("luxisr").RenderString("monkeys!!!", 10, 10, 0, float64(gw.game.Game_thinks), gin.Left)
}
Beispiel #9
0
// Need floor, right wall, and left wall matrices to draw the details
func (room *Room) render(floor, left, right mathgl.Mat4, zoom float32, base_alpha byte, drawables []Drawable, los_tex *LosTexture, floor_drawers []FloorDrawer) {
	do_color := func(r, g, b, a byte) {
		R, G, B, A := room.Color()
		A = alphaMult(A, base_alpha)
		gl.Color4ub(alphaMult(R, r), alphaMult(G, g), alphaMult(B, b), alphaMult(A, a))
	}
	gl.Enable(gl.TEXTURE_2D)
	gl.Enable(gl.BLEND)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
	gl.Enable(gl.STENCIL_TEST)
	gl.ClearStencil(0)
	gl.Clear(gl.STENCIL_BUFFER_BIT)

	gl.EnableClientState(gl.VERTEX_ARRAY)
	gl.EnableClientState(gl.TEXTURE_COORD_ARRAY)
	defer gl.DisableClientState(gl.VERTEX_ARRAY)
	defer gl.DisableClientState(gl.TEXTURE_COORD_ARRAY)

	var vert roomVertex

	planes := []plane{
		{room.left_buffer, room.Wall, &left},
		{room.right_buffer, room.Wall, &right},
		{room.floor_buffer, room.Floor, &floor},
	}

	gl.PushMatrix()
	defer gl.PopMatrix()

	if los_tex != nil {
		gl.LoadMatrixf(&floor[0])
		gl.ClientActiveTexture(gl.TEXTURE1)
		gl.ActiveTexture(gl.TEXTURE1)
		gl.Enable(gl.TEXTURE_2D)
		gl.EnableClientState(gl.TEXTURE_COORD_ARRAY)
		los_tex.Bind()
		gl.BindBuffer(gl.ARRAY_BUFFER, room.vbuffer)
		gl.TexCoordPointer(2, gl.FLOAT, gl.Sizei(unsafe.Sizeof(vert)), gl.Pointer(unsafe.Offsetof(vert.los_u)))
		gl.ClientActiveTexture(gl.TEXTURE0)
		gl.ActiveTexture(gl.TEXTURE0)
		base.EnableShader("los")
		base.SetUniformI("los", "tex2", 1)
	}

	var mul, run mathgl.Mat4
	for _, plane := range planes {
		gl.LoadMatrixf(&floor[0])
		run.Assign(&floor)

		// Render the doors and cut out the stencil buffer so we leave them empty
		// if they're open
		switch plane.mat {
		case &left:
			gl.StencilFunc(gl.ALWAYS, 1, 1)
			gl.StencilOp(gl.REPLACE, gl.REPLACE, gl.REPLACE)
			for _, door := range room.Doors {
				if door.Facing != FarLeft {
					continue
				}
				door.TextureData().Bind()
				R, G, B, A := door.Color()
				do_color(R, G, B, alphaMult(A, room.far_left.wall_alpha))
				gl.ClientActiveTexture(gl.TEXTURE0)
				door.TextureData().Bind()
				if door.door_glids.floor_buffer != 0 {
					gl.BindBuffer(gl.ARRAY_BUFFER, door.threshold_glids.vbuffer)
					gl.VertexPointer(3, gl.FLOAT, gl.Sizei(unsafe.Sizeof(vert)), gl.Pointer(unsafe.Offsetof(vert.x)))
					gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, door.door_glids.floor_buffer)
					gl.TexCoordPointer(2, gl.FLOAT, gl.Sizei(unsafe.Sizeof(vert)), gl.Pointer(unsafe.Offsetof(vert.u)))
					gl.ClientActiveTexture(gl.TEXTURE1)
					gl.TexCoordPointer(2, gl.FLOAT, gl.Sizei(unsafe.Sizeof(vert)), gl.Pointer(unsafe.Offsetof(vert.los_u)))
					gl.DrawElements(gl.TRIANGLES, door.door_glids.floor_count, gl.UNSIGNED_SHORT, nil)
				}
			}
			gl.StencilFunc(gl.NOTEQUAL, 1, 1)
			gl.StencilOp(gl.KEEP, gl.KEEP, gl.KEEP)
			do_color(255, 255, 255, room.far_left.wall_alpha)

		case &right:
			gl.StencilFunc(gl.ALWAYS, 1, 1)
			gl.StencilOp(gl.REPLACE, gl.REPLACE, gl.REPLACE)
			for _, door := range room.Doors {
				if door.Facing != FarRight {
					continue
				}
				door.TextureData().Bind()
				R, G, B, A := door.Color()
				do_color(R, G, B, alphaMult(A, room.far_right.wall_alpha))
				gl.ClientActiveTexture(gl.TEXTURE0)
				door.TextureData().Bind()
				if door.door_glids.floor_buffer != 0 {
					gl.BindBuffer(gl.ARRAY_BUFFER, door.threshold_glids.vbuffer)
					gl.VertexPointer(3, gl.FLOAT, gl.Sizei(unsafe.Sizeof(vert)), gl.Pointer(unsafe.Offsetof(vert.x)))
					gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, door.door_glids.floor_buffer)
					gl.TexCoordPointer(2, gl.FLOAT, gl.Sizei(unsafe.Sizeof(vert)), gl.Pointer(unsafe.Offsetof(vert.u)))
					gl.ClientActiveTexture(gl.TEXTURE1)
					gl.TexCoordPointer(2, gl.FLOAT, gl.Sizei(unsafe.Sizeof(vert)), gl.Pointer(unsafe.Offsetof(vert.los_u)))
					gl.DrawElements(gl.TRIANGLES, door.door_glids.floor_count, gl.UNSIGNED_SHORT, nil)
				}
			}
			gl.StencilFunc(gl.NOTEQUAL, 1, 1)
			gl.StencilOp(gl.KEEP, gl.KEEP, gl.KEEP)
			do_color(255, 255, 255, room.far_right.wall_alpha)

		case &floor:
			gl.StencilFunc(gl.ALWAYS, 2, 2)
			gl.StencilOp(gl.REPLACE, gl.REPLACE, gl.REPLACE)
			do_color(255, 255, 255, 255)
		}

		gl.ClientActiveTexture(gl.TEXTURE0)
		gl.BindBuffer(gl.ARRAY_BUFFER, room.vbuffer)
		gl.VertexPointer(3, gl.FLOAT, gl.Sizei(unsafe.Sizeof(vert)), gl.Pointer(unsafe.Offsetof(vert.x)))
		gl.TexCoordPointer(2, gl.FLOAT, gl.Sizei(unsafe.Sizeof(vert)), gl.Pointer(unsafe.Offsetof(vert.u)))
		gl.ClientActiveTexture(gl.TEXTURE1)
		if los_tex != nil {
			los_tex.Bind()
		}
		gl.BindBuffer(gl.ARRAY_BUFFER, room.vbuffer)
		gl.TexCoordPointer(2, gl.FLOAT, gl.Sizei(unsafe.Sizeof(vert)), gl.Pointer(unsafe.Offsetof(vert.los_u)))
		// Now draw the walls
		gl.LoadMatrixf(&floor[0])
		plane.texture.Data().Bind()
		gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, plane.index_buffer)
		if (plane.mat == &left || plane.mat == &right) && strings.Contains(string(room.Wall.Path), "gradient.png") {
			base.EnableShader("gorey")
			base.SetUniformI("gorey", "tex", 0)
			base.SetUniformI("gorey", "foo", Foo)
			base.SetUniformF("gorey", "num_rows", Num_rows)
			base.SetUniformF("gorey", "noise_rate", Noise_rate)
			base.SetUniformF("gorey", "num_steps", Num_steps)
		}
		if plane.mat == &floor && strings.Contains(string(room.Floor.Path), "gradient.png") {
			base.EnableShader("gorey")
			base.SetUniformI("gorey", "tex", 0)
			base.SetUniformI("gorey", "foo", Foo)
			base.SetUniformF("gorey", "num_rows", Num_rows)
			base.SetUniformF("gorey", "noise_rate", Noise_rate)
			base.SetUniformF("gorey", "num_steps", Num_steps)
			zexp := math.Log(float64(zoom))
			frac := 1 - 1/zexp
			frac = (frac - 0.6) * 5.0
			switch {
			case frac > 0.7:
				base.SetUniformI("gorey", "range", 1)
			case frac > 0.3:
				base.SetUniformI("gorey", "range", 2)
			default:
				base.SetUniformI("gorey", "range", 3)
			}
		}
		if plane.mat == &floor {
			R, G, B, _ := room.Color()
			gl.Color4ub(R, G, B, 255)
		}
		gl.DrawElements(gl.TRIANGLES, gl.Sizei(room.floor_count), gl.UNSIGNED_SHORT, nil)
		if los_tex != nil {
			base.EnableShader("los")
		} else {
			base.EnableShader("")
		}
	}

	for _, wt := range room.WallTextures {
		if room.wall_texture_gl_map == nil {
			room.wall_texture_gl_map = make(map[*WallTexture]wallTextureGlIds)
			room.wall_texture_state_map = make(map[*WallTexture]wallTextureState)
		}
		ids := room.wall_texture_gl_map[wt]
		state := room.wall_texture_state_map[wt]
		var new_state wallTextureState
		new_state.flip = wt.Flip
		new_state.rot = wt.Rot
		new_state.x = wt.X
		new_state.y = wt.Y
		new_state.room.x = room.X
		new_state.room.y = room.Y
		new_state.room.dx = room.Size.Dx
		new_state.room.dy = room.Size.Dy
		if new_state != state {
			wt.setupGlStuff(room.X, room.Y, room.Size.Dx, room.Size.Dy, &ids)
			room.wall_texture_gl_map[wt] = ids
			room.wall_texture_state_map[wt] = new_state
		}
		gl.LoadMatrixf(&floor[0])
		if ids.vbuffer != 0 {
			wt.Texture.Data().Bind()
			R, G, B, A := wt.Color()

			gl.ClientActiveTexture(gl.TEXTURE0)
			gl.BindBuffer(gl.ARRAY_BUFFER, ids.vbuffer)
			gl.VertexPointer(3, gl.FLOAT, gl.Sizei(unsafe.Sizeof(vert)), gl.Pointer(unsafe.Offsetof(vert.x)))
			gl.TexCoordPointer(2, gl.FLOAT, gl.Sizei(unsafe.Sizeof(vert)), gl.Pointer(unsafe.Offsetof(vert.u)))
			gl.ClientActiveTexture(gl.TEXTURE1)
			gl.TexCoordPointer(2, gl.FLOAT, gl.Sizei(unsafe.Sizeof(vert)), gl.Pointer(unsafe.Offsetof(vert.los_u)))
			gl.ClientActiveTexture(gl.TEXTURE0)
			if ids.floor_buffer != 0 {
				gl.StencilFunc(gl.ALWAYS, 2, 2)
				gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, ids.floor_buffer)
				gl.Color4ub(R, G, B, A)
				gl.DrawElements(gl.TRIANGLES, ids.floor_count, gl.UNSIGNED_SHORT, nil)
			}
			if ids.left_buffer != 0 {
				gl.StencilFunc(gl.ALWAYS, 1, 1)
				gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, ids.left_buffer)
				do_color(R, G, B, alphaMult(A, room.far_left.wall_alpha))
				gl.DrawElements(gl.TRIANGLES, ids.left_count, gl.UNSIGNED_SHORT, nil)
			}
			if ids.right_buffer != 0 {
				gl.StencilFunc(gl.ALWAYS, 1, 1)
				gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, ids.right_buffer)
				do_color(R, G, B, alphaMult(A, room.far_right.wall_alpha))
				gl.DrawElements(gl.TRIANGLES, ids.right_count, gl.UNSIGNED_SHORT, nil)
			}
		}
	}
	base.EnableShader("marble")
	base.SetUniformI("marble", "tex2", 1)
	base.SetUniformF("marble", "room_x", float32(room.X))
	base.SetUniformF("marble", "room_y", float32(room.Y))
	for _, door := range room.Doors {
		door.setupGlStuff(room)
		if door.threshold_glids.vbuffer == 0 {
			continue
		}
		if door.AlwaysOpen() {
			continue
		}
		if door.highlight_threshold {
			gl.Color4ub(255, 255, 255, 255)
		} else {
			gl.Color4ub(128, 128, 128, 255)
		}
		gl.BindBuffer(gl.ARRAY_BUFFER, door.threshold_glids.vbuffer)
		gl.VertexPointer(3, gl.FLOAT, gl.Sizei(unsafe.Sizeof(vert)), gl.Pointer(unsafe.Offsetof(vert.x)))
		gl.TexCoordPointer(2, gl.FLOAT, gl.Sizei(unsafe.Sizeof(vert)), gl.Pointer(unsafe.Offsetof(vert.u)))
		gl.ClientActiveTexture(gl.TEXTURE1)
		gl.TexCoordPointer(2, gl.FLOAT, gl.Sizei(unsafe.Sizeof(vert)), gl.Pointer(unsafe.Offsetof(vert.los_u)))
		gl.ClientActiveTexture(gl.TEXTURE0)
		gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, door.threshold_glids.floor_buffer)
		gl.DrawElements(gl.TRIANGLES, door.threshold_glids.floor_count, gl.UNSIGNED_SHORT, nil)
	}
	base.EnableShader("")
	if los_tex != nil {
		base.EnableShader("")
		gl.ActiveTexture(gl.TEXTURE1)
		gl.Disable(gl.TEXTURE_2D)
		gl.ActiveTexture(gl.TEXTURE0)
		gl.ClientActiveTexture(gl.TEXTURE1)
		gl.DisableClientState(gl.TEXTURE_COORD_ARRAY)
		gl.ClientActiveTexture(gl.TEXTURE0)
	}

	run.Assign(&floor)
	mul.Translation(float32(-room.X), float32(-room.Y), 0)
	run.Multiply(&mul)
	gl.LoadMatrixf(&run[0])
	gl.StencilFunc(gl.EQUAL, 2, 3)
	gl.StencilOp(gl.KEEP, gl.KEEP, gl.KEEP)
	room_rect := image.Rect(room.X, room.Y, room.X+room.Size.Dx, room.Y+room.Size.Dy)
	for _, fd := range floor_drawers {
		x, y := fd.Pos()
		dx, dy := fd.Dims()
		if room_rect.Overlaps(image.Rect(x, y, x+dx, y+dy)) {
			fd.RenderOnFloor()
		}
	}

	do_color(255, 255, 255, 255)
	gl.LoadIdentity()
	gl.Disable(gl.STENCIL_TEST)
	room.renderFurniture(floor, 255, drawables, los_tex)

	gl.ClientActiveTexture(gl.TEXTURE1)
	gl.Disable(gl.TEXTURE_2D)
	gl.ClientActiveTexture(gl.TEXTURE0)
	base.EnableShader("")
}
Beispiel #10
0
func (g *Game) renderLocalArchitect(region g2.Region, local *LocalData) {
	local.architect.camera.doArchitectFocusRegion(g, local.sys)
	gl.MatrixMode(gl.PROJECTION)
	gl.PushMatrix()
	gl.LoadIdentity()
	// Set the viewport so that we only render into the region that we're supposed
	// to render to.
	// TODO: Check if this works on all graphics cards - I've heard that the opengl
	// spec doesn't actually require that viewport does any clipping.
	gl.PushAttrib(gl.VIEWPORT_BIT)
	gl.Viewport(gl.Int(region.X), gl.Int(region.Y), gl.Sizei(region.Dx), gl.Sizei(region.Dy))
	defer gl.PopAttrib()

	current := local.architect.camera.current
	gl.Ortho(
		gl.Double(current.mid.X-current.dims.X/2),
		gl.Double(current.mid.X+current.dims.X/2),
		gl.Double(current.mid.Y+current.dims.Y/2),
		gl.Double(current.mid.Y-current.dims.Y/2),
		gl.Double(1000),
		gl.Double(-1000),
	)
	defer func() {
		gl.MatrixMode(gl.PROJECTION)
		gl.PopMatrix()
		gl.MatrixMode(gl.MODELVIEW)
	}()
	gl.MatrixMode(gl.MODELVIEW)

	gl.Enable(gl.BLEND)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)

	zoom := local.architect.camera.current.dims.X / float64(region.Dims.Dx)
	level := g.Levels[GidInvadersStart]
	level.ManaSource.Draw(local, zoom, float64(level.Room.Dx), float64(level.Room.Dy))

	gl.Begin(gl.LINES)
	gl.Color4d(1, 1, 1, 1)
	for _, poly := range g.Levels[GidInvadersStart].Room.Walls {
		for i := range poly {
			seg := poly.Seg(i)
			gl.Vertex2d(gl.Double(seg.P.X), gl.Double(seg.P.Y))
			gl.Vertex2d(gl.Double(seg.Q.X), gl.Double(seg.Q.Y))
		}
	}
	gl.End()

	gl.Color4ub(0, 255, 0, 255)
	for side, pos := range g.Levels[GidInvadersStart].Room.Starts {
		base.GetDictionary("luxisr").RenderString(fmt.Sprintf("S%d", side), pos.X, pos.Y, 0, 100, gui.Center)
	}

	gl.Color4d(1, 1, 1, 1)
	for _, ent := range g.temp.AllEnts {
		ent.Draw(g, -1) // TODO: Side isn't defined for architect yet
	}
	gl.Disable(gl.TEXTURE_2D)

	g.renderLosMask(local)
	if local.architect.abs.activeAbility != nil {
		local.architect.abs.activeAbility.Draw("", g, -1) // TODO: side not defined for architect
	}
}
Beispiel #11
0
// For invaders or moba, does a lot of basic stuff common to both
func (g *Game) renderLocalHelper(region g2.Region, local *LocalData, camera *cameraInfo, side int) {
	camera.doInvadersFocusRegion(g, side)
	gl.MatrixMode(gl.PROJECTION)
	gl.PushMatrix()
	gl.LoadIdentity()
	// Set the viewport so that we only render into the region that we're supposed
	// to render to.
	// TODO: Check if this works on all graphics cards - I've heard that the opengl
	// spec doesn't actually require that viewport does any clipping.
	gl.PushAttrib(gl.VIEWPORT_BIT)
	gl.Viewport(gl.Int(region.X), gl.Int(region.Y), gl.Sizei(region.Dx), gl.Sizei(region.Dy))
	defer gl.PopAttrib()

	current := camera.current
	gl.Ortho(
		gl.Double(current.mid.X-current.dims.X/2),
		gl.Double(current.mid.X+current.dims.X/2),
		gl.Double(current.mid.Y+current.dims.Y/2),
		gl.Double(current.mid.Y-current.dims.Y/2),
		gl.Double(1000),
		gl.Double(-1000),
	)
	defer func() {
		gl.MatrixMode(gl.PROJECTION)
		gl.PopMatrix()
		gl.MatrixMode(gl.MODELVIEW)
	}()
	gl.MatrixMode(gl.MODELVIEW)

	gl.Enable(gl.BLEND)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)

	level := g.Levels[GidInvadersStart]
	zoom := camera.current.dims.X / float64(region.Dims.Dx)
	level.ManaSource.Draw(local, zoom, float64(level.Room.Dx), float64(level.Room.Dy))

	gl.Color4d(1, 1, 1, 1)
	var expandedPoly linear.Poly
	for _, poly := range g.Levels[GidInvadersStart].Room.Walls {
		// Don't draw counter-clockwise polys, specifically this means don't draw
		// the boundary of the level.
		if poly.IsCounterClockwise() {
			continue
		}
		// KLUDGE: This will expand the polygon slightly so that it actually shows
		// up when the los shadows are drawn over it.  Eventually there should be
		// separate los polys, colision polys, and draw polys so that this isn't
		// necessary.
		gl.Begin(gl.TRIANGLE_FAN)
		expandPoly(poly, &expandedPoly)
		for _, v := range expandedPoly {
			gl.Vertex2d(gl.Double(v.X), gl.Double(v.Y))
		}
		gl.End()
	}

	gui.SetFontColor(0, 255, 0, 255)
	for side, pos := range g.Levels[GidInvadersStart].Room.Starts {
		base.GetDictionary("luxisr").RenderString(fmt.Sprintf("S%d", side), pos.X, pos.Y, 0, 100, gui.Center)
	}

	gl.Color4d(1, 1, 1, 1)
	for _, ent := range g.temp.AllEnts {
		ent.Draw(g, side)
	}
	gl.Disable(gl.TEXTURE_2D)

	if local.mode != LocalModeMoba {
		panic("Need to implement drawing players from standard mode data")
	}
	for i := range local.moba.players {
		p := &local.moba.players[i]
		if p.abs.activeAbility != nil {
			p.abs.activeAbility.Draw(p.gid, g, side)
		}
	}
	for _, proc := range g.Processes {
		proc.Draw(Gid(""), g, side)
	}

	gl.Color4ub(0, 0, 255, 200)
	g.renderLosMask(local)
}
Beispiel #12
0
func (d *Dictionary) RenderString(s string, x, y, z, height float64, just Justification) {
	if len(s) == 0 {
		return
	}
	strbuf, ok := d.strs[s]
	if !ok {
		defer d.RenderString(s, x, y, z, height, just)
	} else {
		render.EnableShader("glop.font")
		diff := 20/math.Pow(height, 1.0) + 5*math.Pow(d.data.Scale, 1.0)/math.Pow(height, 1.0)
		if diff > 0.4 {
			// TODO: Need to come up with decent values here
			diff = 0.4
		}
		render.SetUniformF("glop.font", "dist_min", float32(0.5-diff))
		render.SetUniformF("glop.font", "dist_max", float32(0.5+diff))
		defer render.EnableShader("")
	}
	size := unsafe.Sizeof(dictVert{})
	scale := height / float64(d.data.Maxy-d.data.Miny)
	width := float32(d.figureWidth(s) * scale)
	x_pos := float32(x)
	switch just {
	case Center:
		x_pos -= width / 2
	case Right:
		x_pos -= width
	}
	if ok {
		gl.PushMatrix()
		defer gl.PopMatrix()
		gl.Translated(gl.Double(x_pos), gl.Double(y), gl.Double(z))
		gl.Scaled(gl.Double(scale), gl.Double(scale), 1)

		gl.PushAttrib(gl.COLOR_BUFFER_BIT)
		defer gl.PopAttrib()
		gl.Enable(gl.BLEND)
		gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)

		gl.Enable(gl.TEXTURE_2D)
		gl.BindTexture(gl.TEXTURE_2D, gl.Uint(d.texture))

		gl.BindBuffer(gl.ARRAY_BUFFER, gl.Uint(strbuf.vbuffer))

		gl.EnableClientState(gl.VERTEX_ARRAY)
		gl.VertexPointer(2, gl.FLOAT, gl.Sizei(size), nil)

		gl.EnableClientState(gl.TEXTURE_COORD_ARRAY)
		gl.TexCoordPointer(2, gl.FLOAT, gl.Sizei(size), gl.Pointer(unsafe.Offsetof(strbuf.vs[0].u)))

		gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, gl.Uint(strbuf.ibuffer))
		gl.DrawElements(gl.TRIANGLES, gl.Sizei(len(strbuf.is)), gl.UNSIGNED_SHORT, nil)

		gl.DisableClientState(gl.VERTEX_ARRAY)
		gl.DisableClientState(gl.TEXTURE_COORD_ARRAY)
		gl.Disable(gl.TEXTURE_2D)
		return
	}
	x_pos = 0
	var prev rune
	for _, r := range s {
		if _, ok := d.data.Kerning[prev]; ok {
			x_pos += float32(d.data.Kerning[prev][r])
		}
		prev = r
		info := d.getInfo(r)
		xleft := x_pos + float32(info.Full_bounds.Min.X)
		xright := x_pos + float32(info.Full_bounds.Max.X)
		ytop := float32(info.Full_bounds.Max.Y) + float32(-d.data.Miny)
		ybot := float32(info.Full_bounds.Min.Y) + float32(-d.data.Miny)
		start := uint16(len(strbuf.vs))
		strbuf.is = append(strbuf.is, start+0)
		strbuf.is = append(strbuf.is, start+1)
		strbuf.is = append(strbuf.is, start+2)
		strbuf.is = append(strbuf.is, start+0)
		strbuf.is = append(strbuf.is, start+2)
		strbuf.is = append(strbuf.is, start+3)
		strbuf.vs = append(strbuf.vs, dictVert{
			x: xleft,
			y: ytop,
			u: float32(info.Pos.Min.X) / float32(d.data.Dx),
			v: float32(info.Pos.Max.Y) / float32(d.data.Dy),
		})
		strbuf.vs = append(strbuf.vs, dictVert{
			x: xleft,
			y: ybot,
			u: float32(info.Pos.Min.X) / float32(d.data.Dx),
			v: float32(info.Pos.Min.Y) / float32(d.data.Dy),
		})
		strbuf.vs = append(strbuf.vs, dictVert{
			x: xright,
			y: ybot,
			u: float32(info.Pos.Max.X) / float32(d.data.Dx),
			v: float32(info.Pos.Min.Y) / float32(d.data.Dy),
		})
		strbuf.vs = append(strbuf.vs, dictVert{
			x: xright,
			y: ytop,
			u: float32(info.Pos.Max.X) / float32(d.data.Dx),
			v: float32(info.Pos.Max.Y) / float32(d.data.Dy),
		})
		x_pos += float32(info.Advance) // - float32((info.Full_bounds.Dx() - info.Bounds.Dx()))
	}
	gl.GenBuffers(1, (*gl.Uint)(&strbuf.vbuffer))
	gl.BindBuffer(gl.ARRAY_BUFFER, gl.Uint(strbuf.vbuffer))
	gl.BufferData(gl.ARRAY_BUFFER, gl.Sizeiptr(int(size)*len(strbuf.vs)), gl.Pointer(&strbuf.vs[0].x), gl.STATIC_DRAW)

	gl.GenBuffers(1, (*gl.Uint)(&strbuf.ibuffer))
	gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, gl.Uint(strbuf.ibuffer))
	gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, gl.Sizeiptr(int(unsafe.Sizeof(strbuf.is[0]))*len(strbuf.is)), gl.Pointer(&strbuf.is[0]), gl.STATIC_DRAW)
	d.strs[s] = strbuf
}